The MindShift Guide to Digital Games and Learning started as a series of blog posts written by Jordan Shapiro with support from the Joan Ganz Cooney Center at Sesame Workshop and the Games and Learning Publishing Council. We’ve brought together what we felt would be the most relevant highlights of Jordan’s reporting to create a dynamic, in-depth guide that answers many of the most pressing questions that educators, parents, and life-long learners have raised around using digital games for learning.

"At TechCrunch Disrupt this year, Coursera Co-Founder Daphne Koller claimed that 2014 is the year MOOCs will come of age. An ecosystem has now developed around MOOCs: hundreds of people employed full-time (the big three--Coursera, Udacity and edX--employ more than a hundred people each), thousands of people involved in the creation of MOOCs, many millions in funding, and, importantly, millions in revenue."

Peeragogy is a collection of techniques for collaborative learning and collaborative work. By learning how to “work smart” together, we hope to leave the world in a better state than it was when we arrived. Indeed, humans have always learned from each other. But for a long time – until the advent of the Web and widespread access to digital media – schools have had an effective monopoly on the business of learning. Now, with access to open educational resources and free or inexpensive communication platforms, groups of people can learn together outside as well as inside formal institutions. All of this prompted us to reconsider the meaning of “peer learning.”

The Peeragogy Handbook isn’t a normal book. It is an evolving guide, and it tells a collaboratively written story that you can help write. Using this book, you will develop new norms for the groups you work with — whether online, offline, or both. Every section includes practical ideas you can apply to build and sustain strong and exciting collaborations. When you read the book, you will get to know the authors and will see how we have applied these ideas: in classrooms, in research, in business, and more. You’ll meet Julian, one of the directors of a housing association; Roland, a professional journalist and change-maker; Charlie, a language teacher and writer who works with experimental media for fun and profit; and Charlotte, an indie publisher who wants to become better at what she does by helping others learn how to do it well too — as well as many other contributors fromaround the globe.

Peeragogy is about cooperative learning. With collaborative learning, you learn by working on projects together. With cooperative learning, you cultivate a learning community in which each member co-learns with each other member. The peeragogy handbook is a guide for groups of motivated self learners who want to learn a subject cooperatively -- whether or not any of the learners in the group is an expert in the subject they seek to learn.

Edudemic has covered game-based learning and gamification in the classroom on numerous occasions in the past. When learning becomes a game, it’s an enjoyable, effective experience for students and teachers alike. We’ve curated 23 of the best game-based education resources for 2014. If your class hasn’t gotten its game on yet, then now is the time.

"An annual report by The Open University said the current key challenge for education specialists is to engage thousands of learners in productive discussions while learning in a collaborative, online environment."

In July 2013 we started developing a new web-based authoring tool for e-Learning. One of our focus points was to make it so easy that everybody could use it and would be able to create and share e-learning courses, quizzes and exams. We were hoping to attract a new audience with this, people who do not have an instructional design background like our ‘old’ audience has. I have to say we are positively surprised by the results. Easygenerator’s e-Learning software, is now live for one year and we have 7.500 users in 154 countries. But most surprising for us is that 5000 of them do not have an e-Learning background at all. They are teachers, trainers, subject matter experts, HR-employees and they are creating courses and quizzes with our tool. I believe it is an important generic trend in e-Learning and in this post I will share our experience and lessons learned from the past 12 months.

I think I'd follow-up on Beth's comments by pointing out that they are comparing "feature phones" and "smartphones" - they are all cell phones. Semantics aside, it is an important distinction, and one that may be overlooked in the assumption that the student has access to a smartphone because they seem so easy to obtain now - a cultural issue or economic one?

"Gamification is using the game mechanics that kids love in video games and infusing them into your classroom. In a good gamified classroom, mechanics like layered leaderboards, badges/achievements, experience points (xp) grading, blended learning, and a class store are common. Far too often, though, I hear gamification being talked about as a magic bullet. It isn’t."

Edtech is progressing at an incredible speed, and it can often be difficult to see what’s ahead. Dominic Norrish, group director of technology at United Learning Dominic Norrish takes a look at what we can expect for tablets and 1:1 learning.

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